using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "AttackData", menuName = "Data Template/Attack Data")]
public class AttackData_SO : ScriptableObject
{
    public float attackRange;
    public float skillRange;
    public float coldDown;
    public int maxDamage;
    public int minDamage;
    public float criticalMultiply;
    public float criticalRate;
    // WORKFLOW: 穿戴装备的属性加成 两种写法：直接进行属性赋值 或 计算属性增量减量
    public void ApplyWeaponData(AttackData_SO weapon)
    {
        attackRange = weapon.attackRange;
        skillRange = weapon.skillRange;
        coldDown = weapon.coldDown;
        maxDamage = weapon.maxDamage;
        minDamage = weapon.minDamage;
        criticalMultiply = weapon.criticalMultiply;
        criticalRate = weapon.criticalRate;
    }

}
